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Releases: AliveTeam/alive_reversing

relive appveyor build 1.0.4687

24 Dec 17:39
f651f15
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What's Changed

Full Changelog: appveyor_1.0.4672...appveyor_1.0.4687

relive appveyor build 1.0.4672

30 Jul 20:52
6c9b4c8
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What's Changed

  • default throwables in a new path to grenades to avoid crash by @paulsapps in #1561
  • use AE rng seed in AO mixing both really drops a bomb on engine merging by @paulsapps in #1562
  • don't let changed amount of files being loaded blow up recordings/playback by @paulsapps in #1563
  • don't sync at loading points, skip loading files correctly by @paulsapps in #1564
  • don't read past the end of the object list by @paulsapps in #1565
  • inverted logic fix by @paulsapps in #1566
  • prevent LoadingFiles being undeterminstic by @paulsapps in #1569
  • fix a bug which causes elum to sometimes ignore the honey by @mouzedrift in #1570
  • fix mud lag by @paulsapps in #1572
  • mud lag fixes round 2 (+remove slurg spawner to stop game crash) by @paulsapps in #1573
  • return default msgbox response on display failure by @rozniak in #1575
  • actually display the user's bind for throw in AE by @rozniak in #1576
  • de-sync fixes by @paulsapps in #1578
  • hack Vram_alloc_4956C0 to never fail to not de-sync abi_break by @paulsapps in #1581
  • normalise game loops and camera swappers, break recordings by @paulsapps in #1582
  • missing sync point in AO main loop by @paulsapps in #1583
  • fix broken movie ref counting by @paulsapps in #1584
  • Remove DynamicArrayIter + overlayid checks for killing objects on screen change. by @paulsapps in #1585
  • fix field_4_header_size_in_sectors calc by @paulsapps in #1586
  • fix scrabs leaking their victim sometimes by @paulsapps in #1590
  • fix a qt editor crash when exporting s1.lvl by @mouzedrift in #1592
  • fix AO dove flip x check by @mouzedrift in #1597
  • hack load elum resources to prevent desync on abi break branch by @mouzedrift in #1598
  • Hack pal allocs to never fail on recording/playbacks by @paulsapps in #1599
  • a couple fixes by @mouzedrift in #1600

New Contributors

Full Changelog: appveyor_1.0.4604...appveyor_1.0.4672

relive appveyor build 1.0.4604

01 Sep 18:50
2a9747d
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What's Changed

Full Changelog: appveyor_1.0.4587...appveyor_1.0.4604

relive appveyor build 1.0.4587

26 Jun 21:11
23526d2
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What's Changed

  • fix lvl header reading by @paulsapps in #1467
  • Update sdl2 to version 2.0.20 by @mouzedrift in #1470
  • auto add missing lvl/cam resources by @paulsapps in #1471
  • build fix when used in qt-editor by @paulsapps in #1472
  • fix FindInSourceLvls not exhausting all source lvls by @paulsapps in #1473
  • Add resources to most objects in AE by @mouzedrift in #1474
  • Add AO resources to lvl when exporting by @mouzedrift in #1475
  • Add AE TimedMine object to the editor by @mouzedrift in #1476
  • relive api - explicitly look for anim resources by @mouzedrift in #1477
  • relive api - fix some resources crashing by @mouzedrift in #1478
  • Fix wrong object property names & improvements by @mouzedrift in #1479
  • fix json upgrader not working correctly by @mouzedrift in #1482
  • relive api - rename upgrader classes to fix upgrade fails by @mouzedrift in #1483
  • Changed the Enum::eGameSpeak5 and 8 by @Ravo92 in #1484
  • fix json upgrader for real by @mouzedrift in #1485
  • Fix bug #1342 - movie transition loop when riding elum by @Retoxified in #1486
  • add some logging showing how the mystery of start controller direction by @paulsapps in #1487
  • wip ADD_LINKED for editor properties by @paulsapps in #1490
  • fix writing of Identity_string by @paulsapps in #1491
  • Ensure ids are always unique to fix #1223 by @Retoxified in #1489
  • add missing collision types by @paulsapps in #1493
  • fix objects not taking damage from bg minecar by @mouzedrift in #1494
  • fix #1495 by @mouzedrift in #1496
  • Upgrade SDL2, improve controller logging by @paulsapps in #1497
  • fix controller vibration by @paulsapps in #1498
  • AO music controller de-sync fix attempt by @paulsapps in #1499
  • fix broken slog speedrun strat & use higher precision on vel tables by @mouzedrift in #1501
  • Use log warning instead of ALIVE_FATAL in vExitPortal by @mouzedrift in #1503
  • fix demo autoplay order being off by 1 by @mouzedrift in #1504
  • fix #1500 & name some fields by @mouzedrift in #1505
  • stop doing accidental value initialization in ao/ae_new by @paulsapps in #1506
  • fix falling item killing abe when it shouldn't by @mouzedrift in #1510
  • add -flush option to recorder by @paulsapps in #1513
  • fix incorrect if statement in DealBlastDamage_459160 causing sligs to die by @mouzedrift in #1515
  • Lift leak fix by @paulsapps in #1517
  • improve AO playback on de-syncs by @paulsapps in #1518
  • turn 0 init back on by @mouzedrift in #1519
  • fix out of bounds read in sRunJumpBeginVelTable_4BC8A0 by @mouzedrift in #1521
  • make SYS_GetTicks deterministic in music controller by @paulsapps in #1522
  • slog fix by @paulsapps in #1524
  • fix elum not eating honey after dying and returning to the honey spot by @mouzedrift in #1525
  • fix slurg spawner not waiting for the spawn interval by @mouzedrift in #1527
  • fix broken music in AE/AO by @mouzedrift in #1528
  • fix #1529 by @mouzedrift in #1530
  • fix disappearing lifts in AO by @mouzedrift in #1532
  • fix AO & AE not clearing liftpoint tlv flags by @mouzedrift in #1533
  • fix unconditional particle burst resource loading in AO by @mouzedrift in #1534
  • fix uxb's in AO ticking too fast by @mouzedrift in #1535
  • fix AO grenade explode timer being off by 1 frame by @mouzedrift in #1536
  • fix broken RollingBall rect overlap check by @mouzedrift in #1537
  • fix wrong motion detector laser & zball refcount by @mouzedrift in #1538
  • Add elum bees struggling resource for the bees object by @mouzedrift in #1539
  • break all recordings and cause hard merge conflicts by @paulsapps in #1540
  • Revert "break all recordings and cause hard merge conflicts" by @paulsapps in #1541
  • fix inverted RunToWalk/MidRunToWalk by @mouzedrift in #1543
  • fix broken velx check in FallKnockBackOrSmash_4B4A90() by @mouzedrift in #1544
  • fix broken PullLever_436450() behavior by @mouzedrift in #1545
  • Add AE MovingBombStopper to editor by @mouzedrift in #1546
  • fix flying slig speed run strat due to wrong calc in sub_436C60 by @paulsapps in #1548

New Contributors

Full Changelog: appveyor_1.0.4426...appveyor_1.0.4587

relive appveyor build 1.0.4426

15 Apr 23:31
5512ff2
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What's Changed

  • AE bugfix: disable reverb in cutscenes (#1126) by @pryon in #1433
  • wip json upgrader by @paulsapps in #1438
  • fix typo in Slig_Knockback by @mouzedrift in #1439
  • fix incorrect resource files for abe falling and die by @mlgthatsme in #1441
  • rename editor properties and fix some swapped/wrong AO AnimIds by @mouzedrift in #1442
  • fix azure windows builds by @mouzedrift in #1445
  • fix AO crashing when beating up muds by @mouzedrift in #1444
  • fix more AnimId mudokon crashes by @mouzedrift in #1446
  • auto testing improvements, expose grid snapping funcs to the API by @paulsapps in #1447
  • fix qt editor no longer building with latest relive api by @mouzedrift in #1448
  • ALIVE_FATAL when no bird portal exit has been found by @mouzedrift in #1449
  • add missing AO well bg anim id's by @mouzedrift in #1450
  • fix custom messages in the 32bit engine build, fixes #1436 by @paulsapps in #1451
  • name the data for HintFly letters by @mouzedrift in #1452
  • fix max switch id check being off by 1, add check to AO by @mouzedrift in #1453
  • fix some wrong field names, rename switch to lever, make some editor property names more understandable by @mouzedrift in #1455
  • better WheelSyncer enum names, make CrawlingSlig and FlyingSlig anim id name formatting more consistent by @mouzedrift in #1456
  • API: Read back any custom LCD/hint fly messages by @paulsapps in #1457
  • json upgrader impl by @paulsapps in #1458
  • rename ADD_UPGRADE_STEP -> ADD_UPGRADE_STEP_FROM, fix hintfly messages reading back wrong messages by @mouzedrift in #1459
  • abstract file i/o calls in the API by @paulsapps in #1460
  • Error handling improvements round 1 by @paulsapps in #1461
  • allow the API to override what ALIVE_FATAL does by @paulsapps in #1462
  • missing include by @paulsapps in #1463

Full Changelog: appveyor_1.0.4360...appveyor_1.0.4426

relive appveyor build 1.0.4360

13 Jan 19:49
9099f4a
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What's Changed

  • Detect the FG1 format on reading by @paulsapps in #1372
  • fix stackoverflow from using huge stack buffers by @paulsapps in #1373
  • add missing header by @paulsapps in #1374
  • Document lots of AE TLV's for the qt editor by @mouzedrift in #1375
  • wip fg1 writer + crash hack fix by @paulsapps in #1376
  • refactor/prep for auto FG1 rewrite testing by @paulsapps in #1377
  • more AE documentation for the editor by @mouzedrift in #1378
  • AE editor documentation almost done by @mouzedrift in #1379
  • WIP AO editor documentation by @mouzedrift in #1380
  • Working API FG1 support (relive only) by @paulsapps in #1381
  • fix api build by @paulsapps in #1382
  • Small refactoring and de-duplication of code by @gapys-krzysztof in #1383
  • fix #1386 by @mouzedrift in #1387
  • Api and engine updates to allow changing hard coded path data by @paulsapps in #1388
  • Allow setting hintfly/lcd msg per path, fix big lvl loading OG bug by @paulsapps in #1389
  • fix Input_GetButtonString_44F1C0 breaking ABI by @mouzedrift in #1390
  • try to fix api + add a smoke test to the build by @paulsapps in #1391
  • fix null path data when loading a new path by @paulsapps in #1392
  • Use editor data in status board by @paulsapps in #1393
  • set mud counts per path rather than per lvl by @paulsapps in #1394
  • Fix path handling by @paulsapps in #1395
  • validate zulag array is in bounds, stop incorrect out of bounds log spam by @paulsapps in #1396
  • Add a better test to fix a lvl writing corruption bug + fix the bug by @paulsapps in #1397
  • Encapsulate a couple of AE::BaseGameObject fields by @paulsapps in #1398
  • add latency_hack option that defaults to true to reduce cpu usage by @paulsapps in #1399
  • add helper func for inlined code, add brain sub state enums for crawling slig and fix scrabs falling through the floor by @mouzedrift in #1400
  • fix wrong bullet offset by @mouzedrift in #1401
  • Add more AO AnimId's by @mouzedrift in #1402
  • add/rename AO AnimId's + background animation AnimId madness by @mouzedrift in #1403
  • Add a bunch of AO AnimId's and use anim records for AO well and AE/AO background animation by @mouzedrift in #1404
  • fix missing bg anim's crashing AO and add a couple more AnimId's by @mouzedrift in #1405
  • fix bad assert on sZulagNumber_5C1A20 by @paulsapps in #1406
  • Create structs and enums for BgAnimId and fix AE missing anim crash by @mouzedrift in #1407
  • fix AE build errors when dev mode is enabled and fix AO crashing when the well bg anim id is set to 0 by @mouzedrift in #1408
  • Add more AnimId's, use SoundEffect enum for all SFX_PLAY functions, split AE and AO resource id's into two seperate enums by @mouzedrift in #1409
  • add correct elum AnimId data, add MenuHighlight AnimId's, fix swapped MenuHighlight names, name resource id's by @mouzedrift in #1410
  • keep the order properties got added to the json so it not "random" order by @paulsapps in #1411
  • AO editor documentation + renames by @mouzedrift in #1412
  • Add more AO editor documentation + MeatSaw flags and renames by @mouzedrift in #1413
  • normalize switch id names, editor documentation, rename IdSplitter to TimerTrigger to match AE naming by @mouzedrift in #1414
  • fix 32 <> 64bit interop issue. Include the structure size from here on by @paulsapps in #1415
  • Only try to load one kind of rope by @paulsapps in #1416
  • fix de-ref/write to deleted Claw object by making only the SecurityCl… by @paulsapps in #1418
  • fix a valgrind warning, add the last AO AnimId's and rename some things by @mouzedrift in #1419
  • don't exit(-32) if a lvl is missing in AO by @paulsapps in #1420
  • fix wrong bans for certain anims by @mouzedrift in #1421
  • replace some placeholder bans with the actual bans by @mouzedrift in #1422
  • wip auto test by @paulsapps in #1423
  • fix assert + refactor by @paulsapps in #1424
  • validate the state of objects per frame on record/playback by @paulsapps in #1425
  • impl record/playback in AO by @paulsapps in #1426
  • improve logging when game fails to launch by @paulsapps in #1427
  • try to auto display back trace on linux/osx by @paulsapps in #1428
  • fix out of bounds array write by @paulsapps in #1429
  • fix wrong ban names, name some fields & brain sub states by @mouzedrift in #1430
  • rename Led to LCDScreen to fix qt editor json loading by @mouzedrift in #1431
  • fix crash when custom LCD Screen messages were added by @mouzedrift in #1432

New Contributors

Full Changelog: appveyor_4227...appveyor_1.0.4360

Installation

To use relive simply download the "RELIVE_Binaries_Lite_Debug" zip for either 32bit (x86) or 64bit (x64) and extract SDL2.dll and relive.exe to your respective game's folder.

relive appyveor build 4227

06 Dec 18:40
910f498
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Pre-release

You only need to download the "binaries" zip for either 32bit (x86) or 64bit (x64).